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author | Tobias Christiansen <tobi@tobyase.de> | 2021-07-25 00:33:02 +0200 |
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committer | Linus Groh <mail@linusgroh.de> | 2021-07-26 17:54:19 +0100 |
commit | d1844e424ddc9306e0ffa9dc08038fdfb86a1434 (patch) | |
tree | b1c4070adec3575765415291b00a47630a0602ed /Userland/Libraries/LibGfx | |
parent | 48d4062b47d52abb03f35bc4fbf6ed9e0ed335db (diff) | |
download | serenity-d1844e424ddc9306e0ffa9dc08038fdfb86a1434.zip |
LibGfx: Add FastBoxBlurFilter
This patch adds a FastBoxBlurFilter to the system. It can be created by
specifying a Bitmap it will work on.
There are two uses implemented:
- apply_single_pass() applys an implementation of a linear-time
box-blur algorithm with the specified radius using a horizontal and a
vertical pass and utilizinga sliding window.
- apply_three_passes() gets a better Gaussian approximation by applying
the filter three times. For this to work the radius of each pass is
calculated to fit Gauss the best.
Diffstat (limited to 'Userland/Libraries/LibGfx')
-rw-r--r-- | Userland/Libraries/LibGfx/Filters/FastBoxBlurFilter.h | 150 |
1 files changed, 150 insertions, 0 deletions
diff --git a/Userland/Libraries/LibGfx/Filters/FastBoxBlurFilter.h b/Userland/Libraries/LibGfx/Filters/FastBoxBlurFilter.h new file mode 100644 index 0000000000..1ce6297a29 --- /dev/null +++ b/Userland/Libraries/LibGfx/Filters/FastBoxBlurFilter.h @@ -0,0 +1,150 @@ +/* + * Copyright (c) 2021, Tobias Christiansen <tobi@tobyase.de> + * + * SPDX-License-Identifier: BSD-2-Clause + */ + +#pragma once + +#include <LibCore/ElapsedTimer.h> +#include <LibGfx/Bitmap.h> + +namespace Gfx { + +class FastBoxBlurFilter { +public: + FastBoxBlurFilter(Bitmap& bitmap) + : m_bitmap(bitmap) + { + } + + // Based on the super fast blur algorithm by Quasimondo, explored here: https://stackoverflow.com/questions/21418892/understanding-super-fast-blur-algorithm + void apply_single_pass(int radius) + { + VERIFY(radius >= 0); + VERIFY(m_bitmap.format() == BitmapFormat::BGRA8888); + + int height = m_bitmap.height(); + int width = m_bitmap.width(); + + int div = 2 * radius + 1; + + size_t sum_red, sum_green, sum_blue, sum_alpha; + + u8 intermediate_red[width * height]; + u8 intermediate_green[width * height]; + u8 intermediate_blue[width * height]; + u8 intermediate_alpha[width * height]; + + // First pass: vertical + for (int y = 0; y < height; y++) { + sum_red = sum_green = sum_blue = sum_alpha = 0; + // Setup sliding window + for (int i = -radius; i <= radius; i++) { + auto color_at_px = m_bitmap.get_pixel(clamp(i, 0, width - 1), y); + sum_red += red_value(color_at_px); + sum_green += green_value(color_at_px); + sum_blue += blue_value(color_at_px); + sum_alpha += color_at_px.alpha(); + } + // Slide horizontally + for (int x = 0; x < width; x++) { + intermediate_red[y * width + x] = (sum_red / div); + intermediate_green[y * width + x] = (sum_green / div); + intermediate_blue[y * width + x] = (sum_blue / div); + intermediate_alpha[y * width + x] = (sum_alpha / div); + + auto leftmost_x_coord = max(x - radius, 0); + auto rightmost_x_coord = min(x + radius + 1, width - 1); + + auto leftmost_x_color = m_bitmap.get_pixel(leftmost_x_coord, y); + auto rightmost_x_color = m_bitmap.get_pixel(rightmost_x_coord, y); + + sum_red -= red_value(leftmost_x_color); + sum_red += red_value(rightmost_x_color); + sum_green -= green_value(leftmost_x_color); + sum_green += green_value(rightmost_x_color); + sum_blue -= blue_value(leftmost_x_color); + sum_blue += blue_value(rightmost_x_color); + sum_alpha -= leftmost_x_color.alpha(); + sum_alpha += rightmost_x_color.alpha(); + } + } + + // Second pass: horizontal + for (int x = 0; x < width; x++) { + sum_red = sum_green = sum_blue = sum_alpha = 0; + // Setup sliding window + for (int i = -radius; i <= radius; i++) { + int offset = clamp(i, 0, height - 1) * width + x; + sum_red += intermediate_red[offset]; + sum_green += intermediate_green[offset]; + sum_blue += intermediate_blue[offset]; + sum_alpha += intermediate_alpha[offset]; + } + + for (int y = 0; y < height; y++) { + auto color = Color( + sum_red / div, + sum_green / div, + sum_blue / div, + sum_alpha / div); + + m_bitmap.set_pixel(x, y, color); + + auto topmost_y_coord = max(y - radius, 0); + auto bottommost_y_coord = min(y + radius + 1, height - 1); + + sum_red += intermediate_red[x + bottommost_y_coord * width]; + sum_red -= intermediate_red[x + topmost_y_coord * width]; + sum_green += intermediate_green[x + bottommost_y_coord * width]; + sum_green -= intermediate_green[x + topmost_y_coord * width]; + sum_blue += intermediate_blue[x + bottommost_y_coord * width]; + sum_blue -= intermediate_blue[x + topmost_y_coord * width]; + sum_alpha += intermediate_alpha[x + bottommost_y_coord * width]; + sum_alpha -= intermediate_alpha[x + topmost_y_coord * width]; + } + } + } + + // Math from here: http://blog.ivank.net/fastest-gaussian-blur.html + void apply_three_passes(size_t radius) + { + if (!radius) + return; + + size_t no_of_passes = 3; + double wIdeal = sqrt((12 * radius * radius / (double)no_of_passes) + 1); + int wl = floor(wIdeal); + if (wl % 2 == 0) + wl--; + int wu = wl - 2; + double mIdeal = (12 * radius * radius - no_of_passes * wl * wl - 4 * no_of_passes * wl - 3 * no_of_passes) / (double)(-4 * wl - 4); + int m = round(mIdeal); + + for (size_t i = 0; i < no_of_passes; i++) { + int weighted_radius = (int)i < m ? wl : wu; + if (weighted_radius < 2) + continue; + apply_single_pass((weighted_radius - 1) / 2); + } + } + +private: + ALWAYS_INLINE static u8 red_value(Color const& color) + { + return (color.alpha() == 0) ? 0xFF : color.red(); + } + ALWAYS_INLINE static u8 green_value(Color const& color) + { + return (color.alpha() == 0) ? 0xFF : color.green(); + } + ALWAYS_INLINE static u8 blue_value(Color const& color) + { + return (color.alpha() == 0) ? 0xFF : color.blue(); + } + + Bitmap& m_bitmap; +}; + +} |